In this episode, hear an AI summary of the latest Star Atlas community event. Full video recordings can be found on the YouTube channel of Star Atlas TV at https://www.youtube.com/@staratlastv.
Listen on Apple Podcasts Listen on Spotify
Star Atlas Event Summary
Hi, this isn’t Matt with the Intergalactic Herald. I am an AI. Welcome to a Star Atlas Recap of the latest Atlas Brew from the Star Atlas Community Team. The following summary of the Atlas Brew was AI generated so no guarantee it is 100% accurate because I am an AI after all. If you want to listen to the entire recording, please check out the YouTube channel of Star Atlas TV. Enjoy the summary. GM, GM, GM, and welcome back to another highly anticipated episode of the Brew! If you tuned in live, you already know the vibe was absolutely electric. The show kicked off with some classic, lighthearted banter as host Jose celebrated Brazil’s World Cup success while playfully teasing community member VB, who had been hiding out ever since Germany’s dramatic exit. Once the sports rivalry settled down, Star Atlas CEO Michael Wagner joined the stream, and the duo wasted no time diving into some of the most monumental updates the ecosystem has seen in months. The biggest headline of the day centered around the historic expense reimbursement PIP. In what has officially become the most highly engaged vote in the history of the Star Atlas DAO, over 34 percent of all active voting power participated. Michael clarified a point of confusion regarding the large number of “abstain” votes, explaining that ATMTA intentionally abstained with its team wallet of roughly 60 million PVP to avoid any conflict of interest. Stripping those team votes away, the community showed an overwhelming 89 percent approval in favor of the proposal. Michael expressed his deep gratitude for this humbling show of support, noting that while voter apathy is a notorious plague for most DAOs, the Star Atlas community remains uniquely passionate, active, and deeply committed to steering the project’s governance. Transitioning from governance to game economics, the team highlighted the newly released quarterly Economics Report authored by Chris. In the report, Chris draws a fascinating analogy between Star Atlas and a small, developing country managing its own sovereign currency. Despite challenging macro headwinds in the broader crypto space, the internal Star Atlas economy has maintained incredible price stability. While the price of ATLAS has fluctuated against USDC, the in-game prices of resources have dynamically adjusted to maintain a steady USD reference rate. This means players’ purchasing power within the universe remains incredibly resilient. On the infrastructure side, Michael noted that the team is strategically shutting down costly legacy data pipelines, including the Sage Starbase tracker, to focus resources on building a highly efficient data pipeline for the upcoming C4 launch on the Zinc network. Speaking of C4, the discussion then shifted to the upcoming public playtests and the mind-blowing evolution of the game’s onboarding experience. ATMTA’s resident wizard, Danny, has been hard at work coding a fully off-chain, offline single-player campaign mode. Think of it like a narrative-driven campaign in classic RTS games like Starcraft, designed to teach players every major mechanic of C4 in a zero-risk, highly polished environment before they transition to the on-chain mainnet. Because this single-player campaign is so robust, Michael revealed they are seriously considering sunsetting HollowSim. The lessons learned from HollowSim—particularly regarding free-to-play onboarding and coding with generative AI—are being directly injected into C4. Michael even teased a breathtaking cinematic clip of a cultivation plane, leaving the chat spamming “leak, leak, leak” in absolute awe. The team is even exploring the possibility of launching this offline campaign mode directly on Steam to capture a massive Web2 audience. The hype only intensified as Jose and Michael mapped out what’s coming in Phase 2 and Phase 3 of the C4 PTR. Phase 2 testing is already in the hands of dev-build testers, and a public release is just around the corner once the Zinc XP rewards are finalized. Players will be able to earn upwards of 1.5 million ZXP per testing phase. This next release features Combat V2, cultivation claim loops, and the introduction of John’s Nemesis Engine, which has already spawned active NPCs roaming the test map. To ensure genuine data collection, the developers are removing “god mode,” meaning testers will finally have to grind and strategically allocate their Council Rank points. But the real dream for both the developers and the players is Phase 3, which introduces a deep, character-driven RPG layer to C4. Instead of crew members acting as mere numerical commodities, Phase 3 turns them into true persistent characters. Your crew members will have unique rarities, levels, and specializations in mining, combat, crafting, scanning, and piloting. You’ll be able to level them up and deploy them on passive, time-locked sector missions to secure territory, fight off pirate raids, or trade with rare roaming merchants. Michael addressed the technical trade-offs of this system, explaining that bringing unique crew on-chain on Zinc will require individual account rent, but players will have complete optionality to decide which legendary or anomalous crew members they want to import as true unique assets versus keeping them as standard numerical units. The team even teased a future “mission data cube” concept, where data runners can scan the cosmos, discover undeciphered missions, and trade them like rare loot boxes on the marketplace. To wrap up an action-packed hour, Michael dropped some massive, never-before-heard alpha regarding the Zinc L1 network and the Unreal Engine 5 client. Zinc will be fully permissionless and open-access on day one, running on an identical architecture to Solana. In a surprise announcement, Michael outlined two validator license tiers priced at 100,000 and 250,000 dollars, which grant buyers pre-Genesis Zinc token allocations at an attractive 50-million-dollar FDV, complete with massive ATMTA staking delegation multipliers. Since there are no public token presales planned for Zinc, this represents the only avenue for early access. Meanwhile, on the UE5 front, Jacob is prepping a crucial patch to fix arena invincibility and spectator bugs so that community partners like Super Phoenix Sports can resume their tournament events, while Brad continues to build out modular claim stakes that will eventually form the backbone of the epic, Planet Side-style Conquest mode. Things are moving fast in the Galia Expanse! To stay ahead of the curve, make sure you’re diving into the C4 PTR, keeping an eye out for the Phase 2 launch, and reviewing the validator requirements over at docs.z.inc. Until next week, fly safe, keep grinding, and we’ll see you at the next Brew!
I am launching a Star Atlas merch store. Please check it out at Intergalactic Gear.
I am also creating a “non-guild” guild. If you are interested in learning more, please go to Intergalactic Coalition.
Star Atlas Weekly Recap Newsletter – Catch up on all the important videos and articles from the Star Atlas community in a weekly recap email newsletter. https://intergalacticherald.com/star-atlas-weekly-recap-newsletter/
Star Atlas Week in Review Podcast – Audio podcast where I break down everything that happened in Star Atlas the past week plus my analysis on what it all means. https://intergalacticherald.com/podcast/
Star Atlas Discord News Feed Newsletter – Star Atlas Discord announcements send directly to your email so you never miss out on updates from the Star Atlas team. https://intergalacticherald.com/star-atlas-discord-news-feed/
If you would like to support my efforts, donations can be sent to intergalacticherald.sol
Star Atlas Event Transcript
GM GM GM GM. Can you guys hear me? Ah, let’s go.
Yes, Jingo.
It’s already Wednesday. Crazy GM everyone man was working and preparing announcements and was like I’m feeling like some am missing something and then received DM from Michael Wagner Jose come on where is the brewman and was like [ __ ] so sorry guys but now I’m here we can get the brew started we can [laughter] start having fun and in those few minutes that we have uh Yazer there someone distracted me started chatting with me right but yeah in those few minutes that we have before we actually go into the content want to give my friend VB shout out uh because VB has been hiding from me, evading me since Germany lost its place in the legendary world cup. He was making fun of Brazil hours only before the game.
And look how the tides have turned.
Look how the tides have turned. VB. Ah, Irish justice always happened.
I’m so happy Brazil is going to win this World Cup. [laughter] Now you need to you need to cheer for Norway, but they aren’t going to win.
So, not much you can do.
But with that said, let’s get the brew let’s get the show started because we have lot to talk about today.
We have lot to talk about today. Uh we need to update you guys on many things that are happening across the ecosystem especially the development of U5 uh the development of C4 PTR.
We are getting close to the phase 2 delivery.
Not sure Michael if we already have date but we are close.
We are close and especially uh want to talk about phase three because this one and here we go. Michael’s with us. GM Michael doing >> good morning.
How are you? >> How are you N? >> am so happy.
Brazil won, Germany lost, Netherlands lost.
So yeah, the universe is healing. Everything is going great. C4 PTR is advancing.
super happy. >> Is this this uh weird non-American football thing? >> You know, your president said that this is the true football, you know, so you better show some respect.
[laughter] >> That’s cuz he got an award from FIFA, you know, he he’ll play honors him.
So, [laughter] >> but yeah, man, I’m not I’m not sure how you are not following this. Like, mean, you are literally over there. You should be watching the game.
Super cool. >> No, haven’t watched single game. More important things for us to be focused on, Jose.
>> True. Very true. And yeah, Michael, let’s talk about those things.
Um, we have lot today. Chris just sent us the ecom report as well. >> Not [clears throat] sure if we can talk little bit about that as way as well today.
>> Yeah. And wanted wanted to save some space just in case there were some additional questions about the historic uh expense reimbursement PIP. Uh my understanding is that the Spanish community still has some questions.
So um did tell Morango, you know, I’ll be here today and obviously that thread is still open.
So if people want to chat on it, but um mean as of right now I’m very appreciative of the overwhelming support that we’re getting uh for passing that.
But just in case anybody has questions, we can save some space uh for that topic as well. Otherwise, didn’t really have specific agenda. figured would just jump up here with you, Jose, and uh you know, help you out if can or answer questions where can and otherwise let you run the show as usual.
>> Absolutely, Michael. And since we spoke about automotive pip, I’m dropping it in the chat. And and yes, we have think this is the the peep proposal that has the most community engagement in the history of the DA.
We have over 34% of all PVP involved in this vote, which is massive to say the least. >> Yeah. And just >> on that really quickly because think there I have seen some questions out there about uh the abstain votes.
And just for the sake of clarity, do want to make it known that we we did vote abstain with our team wallet, which was um I want to say like around 60 million PvP, something like that.
So large portion of that abstain is from the team. did that intentionally because uh as had communicated, we’re not going to vote in favor of this for ourselves. think that would be conflict of interest and and so uh but wanted it on the record that the team wallet uh abstained here.
So that that makes up you know the vast majority of that abstain uh uh proportional share that you see on the DAO. >> Interesting.
But still what surprises me is that even the abstain being huge chunk of the general PVP, the yes vault has 154 million PVP allocated to it. It is quite crazy. don’t think ever seen something like this in the voting.
Oh, >> yes.
Yeah. mean, if you if you eliminate the abstain from this, it’s >> well, what’s the math there? >> Yeah.
>> 64 to 72.
Yeah, it’s 89% in favor. Um, so, >> uh, no, mean, solid turnout for sure. Uh, as expected though, this is obviously the outside of say the foundational pips with the the Dow formation, this is probably the most uh significant pip to ever be introduced.
So, I’m I’m I’m actually happy though to see the turnout and uh unironically I, you know, lot of Dows uh uh deal with voter apathy. Uh this is super common in Dows.
You know, everybody essentially wants benefits from participating in DAO, which traditionally would be like some form of revenue share. Uh, but few people have genuine interest in participating in the governance process. Our community is the opposite.
You know, by and large, lot of our uh proposals have been governance related. Of course, there are the uh ecosystem fund pips, and guess those do make up most of the actual outstanding pips or past pips or failed pips.
But um think it’s it’s great to see the level of commitment to governance participation in the ecosystem. Uh particularly given the dwindling numbers that we’ve seen over time um you know alongside market sentiment and and kind of community morale and waiting for game updates and things like that.
But we still have very active uh community participating in voting and that’s very encouraging to me. Absolutely Michael and actually in some level humbling for us like uh can think speak for all of us on in automata that we really appreciate the confidence and support of you guys. We know it’s not easy.
Markets are not easy. Development is not easy. Surely not easy.
But we really appreciate all the love, all the passion, all the support that we get from you guys by being here in the BRS, by supporting us, by playing the game. We really appreciate this and we surely wake up every day determined to do our best to make sure this fate is well placed in us. Absolutely.
>> And with that said, Michael, we we have some topics uh for today, we we the real timing is very cool, very it’s very good because it comes one day after [clears throat] our team’s internal weekly review of the project.
So, we all we always have cool updates to talk about or share and Chris delivered it today the ecom report. think I’ll share it in the chat. Michael, not sure if you had the time to to read it or if you want to share some thoughts on it, but I’ll be posting an announcement later with the full content.
But if you guys want to take look before, feel free to do this.
Yeah, think that’s okay. I did always review these before they go out. Uh so did read it just uh one time yesterday, so I’m not fully apprised of, you know, don’t have it all committed to memory, but um of course understand largely what Chris was discussing there.
Uh we are going to be posting this on the. com as well as the DAO site and we’ll post tweet later today with it as well.
But if you want to share it here for the uh the folks in the brew, think that’s all right. >> Awesome.
Yeah, sent the link here in the in the Atlas and the chat if you guys want to take look.
Yeah.
So, just couple of pieces from this. think um you know also read your announcement and think that which hasn’t been posted yet but think that that generally covers the highlights um emphasizing the continued macro headwinds that uh virtually everybody in crypto has been facing. [clears throat and cough] One of the pieces uh or or kind of um topics that Chris discusses is this anal analogy that he draws to uh kind of small developing countries which is you know would be comparable to what we’re building here at Star Atlas and he highlights the fact that we’ve actually had incredible price stability with our internal economy.
So you you have this uh kind of market efficiency factor wherein prices are continuously adjusting in atlas relative to USD.
Now that might sound intuitive, but that’s not necessarily always the case. You might see collapse in in pricing uh both of USD values and of resource values throughout the game, but we’re actually not seeing that.
So over time you’re like as the price of Atlas has come down of course the currency in this small country uh it’s like your sovereign issued currency. Um we all know that Atlas price has gone down relative to USDC. Um however the prices in Atlas likewise and correspondingly have increased over time to adjust to effectively USD reference rate.
And again that has led to an incredible degree of stability across the in-game economy.
Now where that becomes challenging is if your benchmark or your reference rate is what you use to determine say your profitability. Um well, of course, that profitability is going down if the exchange rate between our uh our galactic currency and some foreign currency is decreasing in value.
However, just to summarize that final point, it’s it it effectively is saying that your purchasing power within the game, which is kind of core well or relative to USDT. Sure. Uh yeah, I’m sure that’s uh an antagonizing comment regarding the uh USD or the Tether relationship, but uh thanks for that, Amper.
But you know, your purchasing power within the game is is incredibly stable. And so that’s powerful for us. And now the question is how do we increase our purchasing power relative to some USD equivalent?
And of course, you know, from my perspective, that relies on us delivering great product, getting new people into the game. truly activating all of our tokconomic loops and seeing an increase in asset prices and atlas and of course in revenues as well.
So that was uh don’t know think very powerful piece of information that Chris shared.
It’s it’s uh somewhere later in the report and then otherwise he’s highlighting that we have had some major changes to our data pipelines. We’ve had to shut down lot of infrastructure as as uh function of costsaving. Uh but we’re rebuilding those manually and in more efficient way.
Uh so Chris will still have access to all of that.
But one of the key data pipelines that we won’t be reactivating is the Sage Starbased pipeline given, you know, the shelf life of that at this point is relatively limited. And so we’re not going to be presenting any data on Starbased at this point. Uh we’re just waiting.
We we are getting our C4 pipeline set up. And um you know as we make that migration to zinc genesis event and C4 mainet launch on zinc then we’ll be prepared to provide uh sage game data respective to the C4 client. Very very cool.
Very interesting. Any questions about what Michael just said guys regarding the ecom report or anything you guys want to know on this front. We’ll talk about that level X.
This is surely something radar and one of the main features of the upcoming C4 PTR.
Yeah, mean I don’t know if you want me to jump on that one right now, but one am really excited about the feature that Danny’s working on that addresses that specifically. >> mean, we can go there.
This is the brew. We We do it live freestyle. Michael, if you want to get the C4 show on the road, I’m also looking forward to talk about it.
Yeah, don’t want to don’t want to um jump the gun on any agenda that you might have, but just since I’m discussing it, uh and you know, it’s something that we’ve talked about on the previous bruise with respect to the features we’re adding in.
But Danny’s big focus right now is recreating C4 fully offchain and offline [snorts] um in singleplayer campaign mode. This would be similar to completing the campaign in say Starcraft or Warcraft. Um, now this [clears throat] is meant to be immersive.
It is tutorial, but it’s zero risk because it’s no real assets. Uh, it’s and again fully offchain.
It’s, you know, as responsive as our Zinc deployment is, it still does require those onchain transactions, but everything in this single player campaign is uh instantaneous when you take an action, but it immerses you into story. And of course, as you progress through that story and campaign, it teaches you all of the mechanics of the game.
So, you’re fully prepared by the time you complete that to jump into the onchain version, start buying some assets, and start earning from that. >> Yeah. And this tutorial will walk you through pretty much all gameplay loops that we are envisioning for C4, right, Michael?
>> Yeah. Correct. Correct.
will don’t know if should say this but I’m currently considering um eliminating hollowosim though after this because and I’m open to feedback on this by the way hollow sim’s been great product but in lot of ways uh what we are releasing with C4 will supersede tutorial mechanics and also immersive gameplay. The only thing you do would lose is um is the multiplayer aspect of it, but naturally if you transition into the open world uh persistent universe in Sage, then you’ll have all of those multiplayer components.
So I don’t want to say that Holim is distraction. think it was very valuable product over 25 and 26. Um, and it it kind of catered to need that we had in terms of free-to-play access point, lowrisk that allows us to uh demonstrate the product to wider audience uh without having to convince them to purchase assets to start playing.
Um, would also note that the hollowosim team was very very small.
So it was small portion of all of our overall efforts and it was really the first experimental path that we had to uh integrate agentic or AI development into our development process. Uh so that was you know Hollison was invaluable in the sense that it taught us lot about coding with AI and what we could build and how quickly we could build it and how fast we could iterate and again delivering that free-to-play experience. Um, [snorts] but just think that again that what we have with C4 can really um supersede all of that.
And then there’s there’s a potential challenge that we would also have in that uh at this point the hollowsim client is significantly different at least from UIUX perspective from what we have in C4.
Now the, you know, when we built uh HollowSim, it was pretty consistent and compatible with uh with Starbased, although it it actually saw more design enhancements over time than we were able to introduce into Starbased. Um given we weren’t really investing in Starbase, we were investing into this this C4 development.
But uh if we if we did want to continue Hollow Sim, we would then have to reconcile the UI against C4 because ultimately the goal of Hollow Sim is let people experience the game for free and then try to recruit them into, you know, the the live mainet stage product with the real economy.
So, these are some things that we’ve been talking about, but uh but ultimately, you know, think we essentially have new version of Hollow Sim that’s just fully single player with this C4 single player campaign mode. >> Yes, Michael. And as someone who worked really hard on Holene overall, think this is natural transition.
mean, when we started creating hollowos, we didn’t have the infrastructure that C4 provide us. We didn’t have zinc knocking on our gates, allowing us to have game where the player didn’t need to spend lot of soul to just play the game, right? To just be able to do transactions and things like that.
We didn’t have the expertise on AI coding like for example me couldn’t provide support to the team by adding components and etc.
But now everything changed like I’m literally creating codes I’m literally creating like it’s super cool like can create created tool that allow me to spin missions in any place in C4 pretty much instantaneously.
So all the all the mechanics, all the features, everything that we learned while building holos can now be applied much more smoothly to C4 and actually make it very interesting game.
This is something that we are going to discuss today like how the nature of C4 is changing and evolving as we bring some of the logics that we learned from Holosene to C4. And overall am super happy that we are dedicating our time now to building C4 with all the knowledge all the expertise that we developed during the hollow scene.
That’s my opinion at least and see most of the community agree uh with this.
Yeah.
Yeah. I also would just say um one of the things that find little bit frustrating with the some of the criticisms we get is that we’ve pivoted many times over the years which genuinely is not the case. Um it it might appear that way but everything that we’ve been building has been contributing to the ultimate vision of Star Atlas.
You know that’s that’s the northstar.
That’s what we always want to build. We always want to get to the Unreal Engine version of the open world MMO. Um, but you know, things like Hollow Sim again taught us lot about being able to code with AI and it it wasn’t necessarily deviation from our vision with Star Atlas.
We saw it as an opportunity to create top of funnel and free access point that actually brings people into the ecosystem.
That’s not pivot, you know, that that is directly uh helping us achieve our goals of growth in the user base. And um so so two facets of it. We got to experiment with the top of uh marketing top of funnel for user acquisition.
We got to experiment early stage with AI development and this was using you know things like cursor early on and it wasn’t until this year that we really migrated into full agentic development pipelines. Um uh but I’d also again emphasize that that was really skunk works team. there was there were no more than maybe two to four people working on hollowosim at any given time and that was back when we had you know 40 to 50 people on the team and so given the team size now uh the progress that we’re making on C4 the opportunity with single player campaign to replace the free-to-play onboarding you know think that the logical conclusion here is that hollow sim served purpose and it taught us lot and now we get to apply those lessons to uh what we’re releasing with C4 for >> absolutely >> and I’ll just I’ll just touch on one additional comment from uh Jindo here, but the other cool thing about this single player campaign is that it does strip out all onchain mechanics and you know real financial incentives from gameplay.
So, I’ve touched on this in Foundation Room, but we’re considering few alternative paths that would let us launch versions of either the Unreal Engine um client right now or uh this single player campaign directly onto Steam. And uh I not only do think that would be good uh would be good for us for visibility.
There’s, you know, who knows there maybe there’s even an opportunity to monetize where the single campa camp campaign costs $4. 99, you know, and it’s something that lot of people would buy to play through. And again, now we’ve got them exposed to Star Atlas.
how we can start to expose them to everything else that we’re building and the long-term vision and convert them into diehard community members like everyone here in attendance. Michael, this opens many doors for us. Super exciting to be bringing Star Atlas Vision to wider audience.
The tutorial has some really cool visual elements as well. don’t want to spoil anything, but Denny has been working hard on creating some really cool interface and cinematic stuff for you guys, >> right? >> So, yeah, it’s super exciting.
The the the tutorial is going to be super exciting. game on its own, would say. >> Yeah.
wonder if should leak uh this leak leak leak leak leak because it’s super cool. Please leak [laughter] leak it. Let me uh Yeah, don’t want to totally rug Danny.
I’m going to tell him I’m going to leak before leak it. >> Yeah, that that’s fine. Swager style.
Well, let’s do this one. Just something just just to be clear guys this is you know early and Danny’s still revising this but it’s start uh it’s part of the storyline uh that’ll be in the campaign mode and and actually before post this just to keep the uh anticipation high uh you know think the team did really phenomenal job with lot of the uh video uh uh like cinematics in HollowSim and this is kind of like the next generation of that with better model access. Um so think it’s going to be very cool.
The hyper mater is going all the way to the stratosphere now. Oh, let’s go. didn’t see this one.
It’s just little little tiny piece, but you guys can get sense of it. >> No, but the level of fidelity is absurd.
Look at this.
This is tier five cultivation plane, guys. to see you harvest it instantly pops another fruit. >> Should do one?
>> You like it? >> Ah, let’s go.
That’s my co go, Michael.
No one’s going to stop you. >> All right. Again, this this one they’re they still require heavy editing.
Uh you’ll notice reference to different sci-fi IP at the end here. That is uh not what we were targeting, but you know these are these are iterative processes. >> Yes.
>> [laughter] >> Ah man, this is so cool. >> Yeah, obviously still needs lot of editing, voice over work, and then um we’ll have to stitch these videos together so that you can get something that’s longer than 15 seconds, but uh grinded through it. >> Yes.
No, absolutely. mean when we have this kind of cinematic working properly in game like when sage comes to you to notify you uh with this level of fidelity and everything is polished and etc. Man this is going to be so cool like ah Jesus Ben Affle and Chris Pratt.
So dance right now does I’ve experimented with few others like Cling V3 came out that was playing around with but Cance does appear to be the best uh for AI video generation right now and uh it’s right now Cance 2. 0 but 2. 5 has been announced to be released in July.
So we’re all eagerly waiting for that 2. 5 release. >> Yes, absolutely.
And will share something that Danny posted himself on Foundation Room. Maybe someone didn’t say this yet.
So, but he had this. Hold on. Let me find it.
But yes, it’s Denny. Then he has really really special vision and he’s able to cook some incredible stuff. Sit tight because the the tutorial is going to be really really cool.
Really insane. Um Michael, we are 30 minutes on the real and we barely touched the surface of everything that we have to talk about today.
We are pretty much at the tutorial and [clears throat] before we move on to other topics, want to talk little bit about phase two uh of the PTR and it’s my understanding that the testers already have the C4 phase 2 PTR on their hands right now. Is that correct? >> Uh half correct.
It’s it’s technically available right now.
So if they know how to access um that dev build from the sack server, then they can get in and test it.
But there’s there is one more feature that want to get in before we we do any formal testing. Um and that is the the uh C4 ZXP mechanic. >> And so we’re just st just dialing some numbers in there.
I will uh say in just some of the analysis that I’ve done, it’s little bit difficult right now to come up with ZXP just because we have so many placeholder values throughout the economy and specifically things like the leveling curve right now is generic linear 100 XP per level.
So trying to you know trying to determine specifically how we want to reward ZXP given uh the placeholder values is uh taking little bit of time but we’ll we’ll come up with something in the next day or so and then uh should be able to add that in and [clears throat] you know depending on your multiplier and whether or not you have the zinc membership.
It’s it’s decent amount of ZXP that you can earn. And we’re going to do it on perphase basis. And you know, you probably be able to earn like 1 1.
5 million ZXP per phase of testing, which is pretty solid. And that’s pretty close to what we made available through Hollow Sim as well. >> No, this is awesome.
This is proper incentive to play this for PTR. Get ready to test stuff, guys. [laughter] This could make difference once we launch launch the zinc for sure.
And so yeah, in terms of timelines, Michael, know we don’t like to give dates too much here, but do we envision this coming to the community quickly like when we had the PTR internal testing phase? Like we we were very quick with internal testing and try to get this on community hands as soon as possible. Is this the same logic for phase two?
>> Well, yeah. mean, you’re on those calls and you know, my perspective on this is I don’t really even want to waste time with much internal testing because we have mean, it’s PTR. Everybody knows that this is play test uh alpha version of the game.
And so, um, you know, anticipating that things will be broken and that’s why we have the whole bug reporting system uh built out.
So, think we’ll we’ll do maybe light touch on it just so it’s not completely busted when it goes out.
But, um, you know, would say once it’s ready with all of the features, no more than week and then we just ship it out to everyone else. >> Awesome.
So, yeah, guys, get ready. know you guys have been waiting anxiously for new content on the C4 PTR, but it is coming.
So you guys will be able to test what’s what’s going to make it in the final cut. Michael, know we have been speaking about phase two for while now, but you just spoke about introducing the ZXP mechanics.
We are going to go to phase two testing with ZXP, the combat system. >> Is the democracy module going to make it to phase two to this next stage of the PTR? >> That one’s maybe if we can get it in.
It’s not urgent to get that one in.
It’s think that one’s very very exciting from my perspective, but less urgent to get in immediately. >> Yeah. >> Awesome.
>> Yeah.
But we So we have uh you know, Combat V2 is added. Uh the Nemesis engine, which John actually already rolled out. If you guys are playing, you might see some NPCs roaming around the map right now.
Uh but that’s technically part of phase 2. uh the full cultivation claim loop that includes the uh stimulant output uh as the production loop and then being able to apply those stems. And one of the cool things that we did accomplish which was little bit challenging on chain was being able to consume that item from your inventory and have the stat modifiers all apply.
Uh but that’s all working now. And so then the fourth core mechanic that think is imperative for us to include is exp tracking so that we can um now package this up. And and think we can start to promote it little bit more heavily externally external from our core community.
Um was hesitant to do that early on just because there were many many bugs and you know it’d be showstopper for lot of people. And if you’re not already diehard fan of Star Atlas. It might just be very frustrating experience.
So um think adding the ZXP though is nice incentive to participate in the play test.
And then um I’m I am hopeful though that we have most of the major bugs squashed before um promoting it externally.
But if you can get consistent flow in in your gameplay and actually like yeah actually enjoy it um then I’ll I’ll be willing to promote it uh more widely. Uh one other thing is we are removing the god mode uh from the council rank.
So now you’re going to need to progress through council rank. >> Nice.
People will need to grind now. [laughter] >> Yeah. mean, we still want it to be accelerated.
Um so there’s three different paths that we could take, which is one, you can essentially just request XP and you get XP. Um I’ve advocated against that.
That’s to me is equivalent to having god mode. Um and but the other path is we either reward more XP for every activity.
So you progress through the curve uh quicker or we reduce the requirements of XP to progress through the curve. either of those are, you know, roughly equivalent in my mind. Um and so uh it really just depends on which variables are easier to modify for us, but [snorts] we want you to be able to progress quickly through the curve so you can still engage in all of the mechanics, but now you actually have to go through and assign your uh council rank points.
>> That’s super important. mean building your council rank profile allocating the points is part of the game right. >> Mhm.
>> So this will give us visibility on how important the council rank is right now. How we are going to move around different specializations as player etc. Uh Michael Darkvoid has an interesting question.
So we have wipe and restarting restarting from the ground when we start phase two.
Yeah, that’s right. And there’ll probably be two wipes, maybe three wipes, um, for us to get through everything.
But right now, we have, you know, phase two is coming very soon. Um, you know, you’ve teased out phase three is already on.
Well, teased this out, but you think you kind of supported me on it, but but uh, you know, uh, we have a separate third environment set up.
So, we have our, you know, public play test, that’s one environment.
We have the internal dev environment that the sack server has access to.
And then we have third environment that we’re uh testing out some of these uh crew features, the crew utility and crew missions that you and John have been working on. Uh so we’re kind of already testing phase three. And just to close that thought, phase three right now largely consists of your crew um uh crew mechanics and it will probably see the single player campaign mode uh launched with phase three as well.
That’s kind of the working plan right now. Awesome. Uh guys, do you have any questions about phase two?
because wanted to use those last minutes to talk about phase three, how everything is going to play out. Uh, Bullet’s asking, is what give XP and how much XP it gives clear in the UI or is it hidden value? >> think it’s largely hidden.
Yeah, don’t don’t think it Yeah. >> Go [clears throat] ahead. >> No.
Yeah, sorry, Michael. was just saying that it’s possible to deduce from the actions that you’re doing. Maybe sly can bring you clear interface.
But yeah, this is something actually interesting in terms of game design. Should we make those informations more clear overall? >> Uh mean there’s already ton of information in the game.
I don’t know if it makes sense to make it more explicit, but mean you you can, >> you know, pretty much any activity you engage in, whether it’s just moving around the map or engaging in combat or, you know, participating in the democracy module or any of any of the mechanics that are in the game right now are going to contribute to earning XP. don’t know that we need to be explicit with the exact amount of XP you get per action. Just seems like lot.
Um, now if we have like as we add missions into the multiplayer version of the game, those missions will have an explicit amount of XP that you can earn from completing them.
So that’ll be known.
But it feels like little bit too much to specify, you know, hey, if you move uh to use, it’s worth 200 XP or something like that, right? >> Yeah.
No, absolutely. mean there’s lot of things going on and imagine when we add the notification system to C4 just like we had in hall sim like yeah you are probably right here Michael lot of things to track already. >> Yeah mean go >> uh I’m expecting you to give us the meta window.
>> Oh Jesus.
But um forgot what was going to say there. >> Something about the XP being played in UI. >> Yeah.
Oh, all was going to say is mean if if um you know if that’s feature request that enough people submit through the the reporting form then you know we’ll we’ll look into it. >> Very fair.
So if you guys feel this is something that should be displayed to some extent or more visible in some manner, feel free to provide this feedback to us. We’ll surely take look as we have been taking on everything that you guys send our way. Any last questions before we move to phase three?
Because I’m super excited to talk about phase three. think not.
So, let’s talk about phase three. The the thing that consumes my dreams, Jones dreams, my dreams.
We have been building this like 24/7.
We are super excited about it. And the best way to to explain phase three, guess, is uh it’s new layer of Stratus, right? C4 up to this moment is logistic game uh where you move things around, you strategize or where to place your claim stakes, uh how to set up your operations, what’s relevant for the kind of things that you want to build, how you want to participate in the market.
But phase three adds another layer to this. It adds RPG flavored living world feel to start atlas. It becomes more characterdriven.
It becomes more uh how can put it? It become everything becomes more unique around three color core pillars that we are introducing to startas. The first one is crew.
The second one is encounters and the third one are the missions. Uh bear in mind that what you guys are going to probably be testing is the first version of this. the the idea of phase three like the fulfilled vision of what we want to build on phase three is having every mechanic in game being affected by unique crew members.
So your claim stakes will benefit from your unique crew members. Your fleets will benefit from them. Your cultivation claims the missions that you are going to to participate.
the garrison that protects the star base. Everything is going to be uh related or impacted by the crews that you are assigning to the job after phase three is fully implemented. And have some highlights here like the main points of this update and will explain to you guys and then we can do some questions and answers and anything that you guys want to talk about on this front.
So, the main pillar of this expansion is making crew members real persistent characters instead of interchangeable headcounts.
Right now, crew members are pretty much like fuel in game. Like, you need crew to to deploy your fleets. You need crew for crafting jobs.
And every crew is the same. They are number. they they don’t have any unique trait that differentiates one crew from another.
On phase three, uh now we’ll have every attribute of crew member, its rarity, its level, its aptitude, its perks and gear influencing the game. The crew members will earn experience by different category of activities that they do. mining, combat, crafting, scanning, and piloting.
So, the crew will get better as you send him on those specific activities, and these will carry on uh real estate and provide you buffs on the things that you set your crew to do.
So, for example, if your crew has high level on combat, they will help your crew uh perform better. your fleets perform better when they are in combat in the real world. Uh so they will stop being commodity and they will become longtime investment and identity in game.
So they will be powerful asset. Like if you have high level crew that’s super specialized on combat or mining and etc. you cherish this crew member because when [ __ ] hits the fan and you need to do mission to save your faction from losing sector to NPC raids or something, you need this highle crew to perform on missions and help your faction yourself to be successful and uh advance your faction agenda in Star Atlas.
The second cornerstone of this update are the encounters.
Right now, uh the game is pretty much deterministic.
Nothing that you are not aware about happens in the game and encounters means to create this kind of feeling where you are exploring the galaxy and random things happen. Things that are good. For example, NPC merchant will spawn and will sell you unique items that you can’t find elsewhere in game or bad things.
For example, Jaric pirate will be triggered and will start attacking you. Uh this system is controlled by John’s uh Nemesis engine and we’ve offered this idea of living universe where NPCs engage with you and impact your game play and you can find unique events, unique stuff that maybe only you will be able to trigger inside Star Atlas. Uh the last pillar is the mission systems.
The idea here is that there is always something worth doing in Star Atlas by moving your crew and using them in meaningful ways. As you as we were speaking, you level up your crew, they become better. And besides applying them to every gameplay loop that already exists, you can also deploy your crew members on missions uh that will help you and your faction to develop the sectors in Star Atlas or to gain more influence or to make things more stable in region that you control.
So, for example, let’s say your faction just uh attacked neutral territory that was owned by NPCs and now you guys own the star base. There will be many missions available for you now that will help you pacify this sector. by pacifying sector.
This will allow uh you guys to deploy claim stakes with better yield. This will allow good events to happen through RNG stuff. This will allow you guys access to different types of merchants, etc.
, etc. And in the future, it will allow you even to farm reputation with different factions and other stuff. If you guys fail on missions too often, uh what’s going to happen is you guys are going to lose uh control of this sector.
More pirates will start spawning in that sector for example or your claim stakes might be even unst.
So we are we foresee that this is going to make the game live and more immersive and players will really need to take ownership of the territories that they control. They need to provide support. They need to be attentive and think this works really well with the democracy module that Michael has been talking about.
So now we’ll have the political layer and also the in-game layer to to make sure that the politics can work properly and etc. The mission system in this first version will look pretty much like what uh shared in the in the chat over there. You deploy your crew, they will have chance of succeeding in given mission.
There are different types of missions.
So there will be social missions, combat missions, data running missions, etc. , etc. They have different odds of succeeding and they will be locked for time period.
You you also need to find resources to start mission.
So, for example, some missions would require your crew members to have uh enough biomass or fuel to participate in that mission. Other missions will require other resources and there are variety of different types of rewards that you can get. Uh we also revamped the scanning logic on the map.
So now when you scan In the map of phase three, you are scanning territory, piece of the map that’s under the influence of region and of sector in Star Atlas.
So the outcomes like the events that happen, the loot that you can get, it will also be tied to that region of space.
So, for example, let’s say you are on territory. You won’t be finding mud merchant going there. Or if you find it, it’s going to be associated with quest line or something that explains why this is happening in the way that is happening.
So, this is pretty much the overall vision. And wanted to also share with you guys uh where we are right now. Uh right now phase 3 is already live on our test net.
It is isolated from phase 2 and it’s on its own development branch. And have to say that the missions are working and to end on this live build. Crew and the the crew mechanics and encounters are fully built both on chain.
And the clients are done and we are in this in the final operation setup before we can start testing and turning them on. Uh the remaining features we are still on development and designing work but overall it’s looking really good.
Not necessarily everything that mentioned here today is going to make on the first version of phase three, but work there is progressing really well. Joe and have been super excited to see that what we built is actually working and things are moving forward.
So you guys can expect some cool emos in the future showing you guys how those mechanics work for Rio. have few >> have few comments here maybe before we jump into the questions. do see few there.
>> Um, one is just concept that came from one of our team meetings that think could be really cool and and like economically integrate these missions into the rest of the game. And that’s the idea that you could scan uh obviously with data runners and you could discover mission data cubes. And think the mission data cubes could either be revealed in advance or they could be essentially like uh like loot box uh opening kind of concept.
>> So if you go out and you discover an un uh don’t know unopened mission, you can sell that mission to someone else. and and there’s probably some data associated with it with the type of mission and maybe potential rewards, but not all of the details. You could sell that data cube to someone else.
They open it and then they have the opportunity to go embark on that mission if they want to.
So, Jose, don’t don’t know if you and John are working on any anything like that, but do think that’s nice tiein to data running and then of course, you know, marketplace activity on those uh on mission discovery. >> Absolutely, Michael. We had notes to build this.
It’s on our road map. We should really add this.
This is super cool idea. >> Yeah. And I’m curious which would be more valuable.
You know, the mission that you know exactly what you’re completing. Obviously, in terms of price discovery, you know what you’re willing to pay based on all of the details on what needs to be completed and the rewards. Um, but that that uh undeciphered mission concept is really cool to me.
Absolutely. really like this idea. >> Yeah.
And then this So the second comment was just on uh earther. think that’s the Wow Garrison um mechanic that you’re linking there.
Yeah, it is.
Yeah. Uh and I would argue that yes, and Jose, you can confirm that these missions are intended to be passive. And so you assign your crew and you you send them out and you know all of the the stats and the probabilities of completion are driven by the crew that you assign to it, but otherwise you’re not actively engaged in them.
But you can correct me if I’m wrong there. >> Absolutely, Michael. The way that this works is that you lock this crew on the mission on the sector star base and every mission will have duration.
So ranging from few minutes to even hours or days depending on the mission, danger level, uh different how many crew you are sending etc.
And then there there will be the outcomes of the mission.
So you’ll be successful or you fail and your crew can get damaged. It can lose health.
So you need to heal it, spend resources to to heal the crew member. even necessarily have time down so you can’t use that crew for while if it gets badly hurt. Things like that for sure.
Yes, it’s for now it’s passive but in the future we are brainstorming ways to make this more active in terms of game mechanics. >> Well, and and personally think we we already have version of this.
So, you know, with with the crew utility being added to the game, you’re going to be able to assign those crew to fleets anyway. And so, if you’re out actively playing and completing any missions from say story line or any act, let’s call it an active mission that you can discover and and uh engage. And, you know, we already have version of that.
I really like the fact that this is passive way of uh engaging in the game as well.
something that you can run overnight while you sleep and you don’t need to be involved and then you you wake up and you want to check the game to see did complete it or not and what did what did uh get out of it you know um so I think it’s really cool mechanic exactly how it’s designed today and think there’s an application for active missions that account for unique crew uh without having to make any major modifications to this system >> that’s true there is merit in that uh letting people ressed and not being paying attention 24/7 to the game.
Yeah, can see. >> Yes, for sure. And don’t want to temper the enthusiasm at all because think this is really cool feature, but just to articulate uh some of the engineering challenges that are uh in front of us here and decisions that we need to make and uh I’ll communicate where I’m leaning right now, but uh this is uh major architectural change to the way that the Sage program logic works.
you know, we didn’t build it initially with the ability to uh import unique crew into the game.
Now, there’s trade-off for the player. don’t think this is super problematic on Zinc specifically, but the trade-off is that when you when you import unique crew, it it requires its own individual account, which then has rent associated with it. Um, so, uh, you know, that trade-off being if you when you import all of your crew and they’re strictly numerical units, um, you don’t incur rent on each of them individually.
When you import every single crew into the game, then you, you know, you you’re accountable for the rent on each one of those um, transfers into the game program. What would like to do is give players essentially the option to import as many as they would like with the, [snorts] you know, the transparency and communication that every crew you do deposit will require uh rent associated with it. I’d say it’s not that um significant on zinc because again depending on where zinc market cap lands and you know and think all of our uh existing Star Atlas users are really the core participants in the origin season.
So you’re all getting zinc allocation.
So you’ll have access to the liquidity necessary to engage in the mechanic.
But it might might be true that you don’t necessarily care to bring, you know, tens of thousands or even hundreds of crew into the game and pay rent on all of them.
But maybe you want to bring 10 specific crew that are your, don’t know, maybe they’re your legendaries or maybe you have an anomaly, you want to bring that into the game. Um, so would like to provide the optionality to select whether the crew you’re importing is either true unique individual crew or just numerical unit that you can use to populate out claim stakes or uh um crew members on fleets. don’t know if that all made sense, but uh really what was trying to articulate is there is trade-off in cost um relative to mechanical availability.
Yep.
No, for sure. The good side is as you said, zinc should be substantially cheaper overall than Salona.
But yes, bullet grants versus heroes.
Yes, that’s the idea overall. >> Yeah, there there is there is one other factor and this this is probably tangential to the conversation but um market cap is is one component uh just so everybody understands the math. market cap is one component of and really FTV is the more accurate measure of um say the cost of transaction but the second factor here is really the total token supply [snorts] and so um I can’t remember the exact number but I want to say Salon there’s something like 600 million Salana in circulation might be wrong there don’t quote me on that but it it’s something uh around that number in the hundreds of millions and uh we are at least as of right Now, subject to change but unlikely.
Uh, we are planning on 100 million token mint at Genesis for Zinc. And so, uh, the way you connect those two is is, you know, what ultimately comes down what is the price per token. And so even though our FDV we would highly anticipate being significantly lower than Salana’s just given history of Salana traction success growth uh you know you’ve got Salana’s FDV but uh but they have call it six times the amount of tokens and so even if we were if we were call it an equivalent market cap or FTV to Salana our token price would be six times higher at Genesis than um than Soul is simply because of the way that math works out.
So, I’m communicating all of this just to say that uh FTV alone is not going to determine what the total cost of transaction or rent will be. Uh it’s there’s that sec secondary factor of our total token supply relative to FTV, which is lower than Salana’s. >> Yes.
No, that makes sense, Michael. and gives us more reason to grind on the C4 PTR and accumulate lots of zinc XP so we get some zinc to pay for our crew members rent and as Jit Blade is saying it’s also refundable uh value so as well as trans yes blade you are correct here so yes >> it’s not something that you lose something that you can reclaim. >> Yeah, ve very true.
Um, with the only caveat being, you know, to the extent you’re you continue playing the game and to the extent, say in the case of crew, you want to continue utilizing that individual crew, it is, you know, perpetually locked up until you’re ready to uh really with withdraw them from the game and then you can recover that rent deposit. That is uh very true. >> Awesome.
Um, anything else you want to say, Michael, about phase three or overall C4 PR? >> Uh, I’ll just closing with one additional point. It kind of um is tied into the quarterly econ paper.
Uh, over the last couple of weeks now, we’ve really been putting um some pretty significant effort into econ design around uh C4. and Chris touches on the initial concepts of C4. An an LP system is still pretty critical piece of that.
However, um think it’s more likely that we have some type of hybrid system. And I don’t uh which would imply that there’s uh essentially some uncapped component to the amount of Atlas that you can earn um within bounds. Uh so within like we define targets and we’re measuring emissions relative to those targets and then we adjust levers based on what the total emissions are.
Uh but that component would be specifically for PVP given we have strong desire to drive active PVP engagement because that is one of the biggest resource syncs in the game. Um so just yeah the final comment for me is that we’ve we’ve been putting lot of energy into econ. We’ve been working with the people in the econ group and the sack server.
So, um, you know, pretty excited to see things progressing there. And think we’re getting close to having our emissions model uh dialed in.
Nice.
No, this is very important for sure, Michael. Thank you for this update. Uh, we’re already over the hour.
Man, time flies when you are in the bro. Uh we didn’t even talk about UE5 or other stuff.
So let’s make sure to talk about that next week, Michael. Uh something else that community has been DMing me, Michael, is about the validators on Zinc.
So maybe we could also share some thoughts on that next week. >> Sure. Maybe can just don’t like to have unresolved items.
Let’s maybe uh just two things on the zinc >> valid >> on the zinc validator. Um we are uh we are open access and permissionless on day one. We we made philosophical shift over the course of 2025.
So if you’re interested in being validator, I’d recommend going to docs. z. inc.
Uh that’s the documentation. It gives you all of the information you need to bootstrap validator.
It’s especially if you’ve been validator on Salana, it’s going to be an identical process because we’re not making any agave client changes or consensus changes.
So, it’ll it’ll be pretty easy for you to get up and running.
actually think uh we’re going to roll out with lower hardware requirements um at least initially until we determine what the network transaction throughput really looks like.
But, um maybe I’ll mention this uh it’s not something we’ve really exposed to the community. I’ve had few kind of uh private conversations with community members about this, but we we do have concept of a validator license uh that we were going to sell. And so um the way that would work, we probably should document this somewhere, but the way it would work is we have two options right now.
Um we one of those is $100,000 valid validator license, and the second one is $250,000 validator license. Um, each of them comes with specific perks. Um, it buying the license would get you access to token allocation at $50 million FTV.
[snorts] Um, and in the case of the $100,000 license, what we would be doing as team is delegating 2x your uh your token allocation.
Now it’s not it’s you don’t get to keep that but you know essentially your 100% of your tokens which would be uh staked invested over two years and then you get 100% from us on top that we delegate that just helps you helps increase your proportional share of um network inflation as well as any transaction fees generated on the network.
And then in the case of the of the $250,000 license, it’s identical except you get 3x multiplier.
So 2x from us and your 1x supply. Uh so if anyone is interested in that, I’m happy to engage in that conversation uh as well.
But uh again, these these are positioned as licenses. They’re upfront costs and then when we get to mainet, you uh we would do all of the backend work to delegate the token supply out to you and and you’d be participating as validator that way. >> Super interesting, Michael.
think it’s the first time that we heard this and yeah, we should totally document this somewhere and distribute to the community for sure. >> Yeah, mean the biggest piece here like we’re not doing any token pre-sales on Zinc at all. Uh, might not even I’m I’m considering right now whether or not we want to do token sale on Genesis event and currently I’m leaning on not doing that simply because don’t think market conditions are super favorable to an SVML1 token sale.
uh we do have partners [snorts] lined up for CEX exchange launch as well as wallet partner and and some other infrastructure uh providers but more likely than not we would just debut and go live on the CEX without doing token sale.
So this would be really the only path and only avenue that anyone has to get access to uh zinc tokens pre Genesis. You heard the man guys. Awesome.
Michael, thank you for the those comments. It surely brings more clarity over how zinc going to work, especially the validators knowledge. >> Does anyone have any last questions for Michael regarding Sync?
>> Yeah. And while while we see if there’s any questions, just to touch on Unreal Engine, um yeah, unfortunately, we are still waiting on a build that fixes number of issues, but Jacob’s been working quite hard behind the scenes on on that. Um and that includes getting multiplayer support or multiplayer servers back up and running.
Um uh as well as uh we we’re coupling this patch with couple of critical issues that the community’s faced and has really put blocker on Super Phoenix Sports from being able to host their events. And uh so that includes things like fixing this invincibility bug in arena mode, uh proper spawning in in siege mode, and then spectator um uh enhancements to both racing and siege mode. And so we’re just working on getting all of those fixed and we’ll have patch out and then everything’s going to be up and running again on the UE side.
Otherwise, Brad’s been doing some cool work on this uh claim stake system where you can place different modules down and kind of build out HAB and build out claim stake. uh which I’m only going to tease think has really massive ramifications for gameplay in conquest mode when we get there which is really you know that’s kind of the next immediate major project we’d love to be working on more heavily right now but um uh but you know you can imagine massive multiplayer map kind of like Planet Side 2 where you’re setting down these claim stakes and habs and uh that establishes um like operating positions at the front lines that makes it easier for your team to get back into battle, stuff like that.
But I’ll leave it I’ll leave that I’ll leave it with that comment on the UV side. >> Yeah, know it’s super exciting. [laughter] Oh man, you guys get ready.
This is going to be super cool. All right, Michael, we are well over the hour now and it’s time to close this brew. mean, it was it was really interesting brew.
Thank you guys for joining us, sharing your opinions, providing feedback.
We are still here, still fighting, still developing, still creating good stuff and yeah, soon you guys will get your hands on phase two of the PTR.
It’s really close now and things will get exciting again. Thank you all. Thank you, Michael.
And have nice day, everyone. say people are asking for code and >> Oh, the code. >> No, I’m involved in it.
>> work already shared.
But otherwise guys, yeah, thanks everyone for for tuning in. Super excited on my side. mean, we are we are grinding um at full speed here.
So, lot of stuff coming very soon.


